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Hospital Corpsman: Difference between revisions

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''If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C. [pause] At least I got off the morphine''. -  Clemens, ''Alien³''
''If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C. [pause] At least I got off the morphine''. -  Clemens, ''Alien³''


As a Squad Medic, you are the fine line between dying on the battlefield and living to fight another day. With many tools at your disposal, you'll come to fix every non-surgical problem that might arise in a marine, and get them back in fighting condition or back to the Almayer to be fixed up.


You are the Corpsman, in the middle of the chaos of the battlefield, you do not kill, but heal and keep people alive. You have a wide range of medical equipment and, perhaps, a trusty sidearm for when things get dangerous.
'''As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and perhaps others, will rely on you to stay in fighting condition. You WILL mess up your first few games, but practice makes perfect. If needed, consult this guide or use an ahelp if any doubts arise.'''


'''Squad Medic can be one of the most stressful jobs on the battlefield. The ability to quickly and efficiently diagnose and treat the wounded can be the difference between failure and success for your squad. If you are not intimately familiar with the use of a HF2 scanner, the different chemicals, or triage, you may want to play as the less stressful and better-equipped [http://www.colonial-marines.com/wiki/Doctor Doctor] occupation.'''




== Combat Medic Overview ==
== The Basics of Close Quarters Quick Clotting ==  
-----
----
Being a medic is stressful, confusing, and frustrating. You don't know surgery, a good part of your job is screaming at command to send the dropships for guys with fractures (everybody), you have to role play not knowing what the worm icon on your medic HUD is round after round, marines with their lungs dropping out of their chest will run away from you as you try to jab them with Quick Clot [[File:Quickclot.png]], and Marines will pull their wounded buddies to death trying to find you. And if, by God's great mercy, you see another medic doing their job, they're probably just ODing the critted marine on tricordazine. Fucking tricordazine. And yet, medics are absolutely vital to the Marine effort, and more importantly, vital to the quality of the round for every single Marine that heads to the planet.
As a medic, you'll have several jobs. Fixing up wounded, stabilizing critical, and reviving the recently dead. The only thing you'll know how to do ICly is apply autoinjectors, identify what pill does what, and using your emergency [[file:Defibrillator.png]] defibrillator to revive the recently dead. In order to be an effective medic on the battle field, you'll want to be able to perform the following things:


* Apply mediciation, healing, and revives quickly whilst in the backlines of a battle.


Ultimately, your responsibility is to quickly and efficiently heal and get wounded Marines off the battlefield alive and help get them back into the battlefield as soon as possible. A dead Marine is no good to you or your squad. Depending on your skills, a competent field medic is worth upwards of a dozen Marines. It's the greatest feeling in Colonial Marines to know that a Marine would have died without you, that you went out of your way to save their life, and their round gets to continue.
* Perform effective triage, and heal those who need it the most first.


* Know when to tell a marine he is no longer combat effective, and should head topside.


You '''don't know''' how to perform a surgical operation. Improvised or not, you have no knowledge of surgery as you are a combat medic and not a field surgeon. Surgery is handled only by the trained Almayer doctors.
* Working cooperatively with your fellow medics, via the medical channel. (:m)


* Know when it isn't worth to save someone, and when it is worth it.


== Quick Start Guide ==
Knowing these things, we need the equipment needed to effectively apply these practices, which leads us into our next section of the wiki. '''Bringing a Combat Lifesaver Belt (CLB) that you can effectively use is the most important thing as a medic, as there is no "best" loadout for a medic'''.
 
 
 
== And this, is my Combat Lifesaver Belt [[file:Combatmedicbelt.png]] ==
----
----
You are equipped with a wide range of medical tools. Your equipment is located through the second door of your squad's prep room. It's got two marine lockers and a medical vendor. Prep for a medic should take a long time and don't feel bad about it. The medical vendor can get you all the basics. These items should be mandatory:
''All right, you primitive boots, listen up! See this? This... is my Combat Lifesaver Belt! - [continuing nonchalantly] - It's a seven slotted, triple rowed W-Y Fanny pack.. W-Y's top of the line. You can find this in the Combat Medic Dispenser. That's right, this sweet baby was made in an off-beat Rimworld. Retails for about $3021.95 USD. It's got leather straps, light red fabric, and a easy to open button latch. That's right... shop smart: shop W-Y... Ya got that?!''
 
As a medic, you'll be wanting to take a few things in general: Pills, autoinjectors, advanced brute and burn kits. How many take is up to you, but you should at least have the very basics:


* Quick Clot Autoinjectors [[file:quickclot.png]]


* Medical HUD (equip this to see every marine's health status at a glance)
* Advanced Trauma Kits [[file:advtraumakit.png]]
* Medical encryption key (click it into your headset so you can communicate on the medical channel)
* Health analyzer [[File:Healthanalyzer.png]] (this goes in your pocket; you'll use it constantly to scan marines)
* Marine medical jumpsuit (identifies you as a medic to other marines)
* Combat lifesaver bag [[File:Combatmedicbelt.png]]/belt [[File:Medicalbelt.png]] (to carry all your goodies) 
* Defibrillator (allows you to possibly revive marines based on how they died.)


* Advanced Burn Kits [[file:advburnkit.png]]


How do you know what else to take? It's very intimidating. Different medics will take different stuff. Don't be afraid to dump things you don't find useful. There's a simple poster on the wall in your prep room that outlines which medicines do what. Here's the basic structure, which should help you decide what to include in your inventory:
* Pills for all damage types: Bicard, Kelotane, Dexalin, and Dylovene/Tricord [[file:PillBottle.png]] [[file:Tricord.png]]


* Splints for reducing bone pain and damage [[file:splint.png]]


Treat injuries generally in the following order: Suffocation, Brute, Burn, Toxin, Fracture, Pain. (Check the medicine link for OD limits.) To use medical supplies, hold the item in your active hand, have your help intent activated, and click on the marine you want to treat.
* Dex+ for quickly reducing oxygen damage [[file:dexalin.png]]


* Painkillers: Tramadol and or Oxycodone [[file:PillBottle.png]] [[file:Oxycodone.png]]


(1) '''SUFFOCATION''' (blue on the health analyzer [[File:Healthanalyzer.png]])
These are generally the things you want to have at the very least. How much of each is up to you, as it is your own personal loadout. To start your own personal loadout, you'll want to empty your bag of the supplies it starts with. At the very least, you'll want 3-9 [[file:quickclot.png]] Quickclot Autoinjectors to deal with Internal Bleeding.  And if you wish to pack extra supplies into your backpack, you can throw in some Advanced First-Aid Kits [[file:Advfirstaid.png]]. In addition to all of this, there are several items you'll want to wear on your person:
* Treat with DEXALINE (30 units overdose)
* Treat with INAPROVALINE (60 units overdose)
* Treat with DEXALIN+ [[File:Dexalin.png]] (Heals all suffocation damage instantly, but metabolizes fairly quickly)
* Do CPR if necessary (click with an empty hand, make sure you both have your masks off)


(2) '''BRUTE''' (red on the health analyzer [[File:Healthanalyzer.png]])
* Medical HUD [EYE SLOT] [[file:MedicHud.png]]
* Treat with TRAUMA KITS [[File:Advtraumakit.png]] or GAUZE [[File:Gauze.png]](prioritize bleeding; target the correct body part)
* Treat with  BICARIDINE [[File:Bicaridine.png]] (30 units overdose)
* Or TRICORDAZINE [[File:Tricord.png]] (30 units overdose) treats damage more generally
* Treat with OINTMENT [[File:Ointment.png]] (target the right body part)


(3) '''BURN''' (orange on the health analyzer [[File:Healthanalyzer.png]])
* Health Analyzer [POCKET/BACKPACK] [[file:Healthanalyzer.png]]
* Treat with ADVANCED BURN KIT [[File:Advburnkit.png]] or OINTMENT [[File:Ointment.png]] (target the right body part)
* Treat with KELOTANE [[File:Kelotane.png]] (30 units overdose)
* Or DERMALINE (15 units overdose)
* Or TRICORDAZINE [[File:Tricord.png]] (30 units overdose) treats damage more generally.


(4) '''TOXIN''' (green on the health analyzer [[File:Healthanalyzer.png]])
* Roller Bed [BACKPACK] [[file:RollerBed.png]]
* Treat with DYLOVENE [[File:Dylovene.png]] (30 units overdose)
* Treat with TRICORDRAZINE (30 units overdose)


(5) '''FRACTURE'''
* Webbing [ON YOUR SUIT] [[file:Webbing.png]]
* Treat with SPLINTS [[File:Splint.png]] (Splints do not heal fractures, send the patient towards the medbay for a surgery)


(6) '''PAIN'''
* Medic Jumpsuit and Helmet  [SUIT AND HEAD SLOT]
* Treat with TRAMADOL (30 units overdose) or OXYCODONE [[File:Oxycodine.png]] (much stronger) (20 units overdose)


(7) '''LOW BLOOD'''
These are what you should generally have on you as a combat medic. For a weapon, it's entirely personal preference as to what you'll take. A shotgun is a close range weapon which is perfect for fending off harassing xenos, and is good to scare them away. At the end of the day, it's up to you as to what you'll be taking.
* Treat with IV DRIP (make sure there's a blood bag inside of it, and the blood is of correct type)
* Treat with FOOD (patient will regain blood, albeit slowly)


(8) '''NO PULSE'''
== Damage Types and Medicine ==
* Make sure your patient's below 200 combined BRUTE and BURN damage (treat with TRAUMA KITS [[File:Advtraumakit.png]] and BURN KITS [[File:Advburnkit.png]] before trying to defibrillate)
----
* Strip the patient's armour and uniform
==Damage Types==
* Apply EMERGENCY DEFIBRILLATOR to the patient
{| class="wikitable"
* If the patient's still dead, retry - every attempt of defibrillation heals a small amount of health
!Damage Type:
* STABILIZE
!Symptoms:
Keep in mind that "husked" people (gray, burnt sprite) and chestbursted people cannot be defibrillated.
!Possible cause:
!Treatment:
|-
|Brute||
*Damaged body parts.
#Possibility of bleeding.
#Possibility of infection.
#Possibility of breaking bones.
#Small chance of getting organ damage.
*Moderate amount of pain
||
*Gunfire
*Melee combat
*Explosives
*Depressurization
*Quickclot
||
*Roll of gauze
*Advanced trauma kit
*Bicaridine
*Tricordrazine
*Cryotube
|-
|Burn||
* Burned body parts
* Huge amount of pain


||
*Fire
*Acid
*Electrocution
*Extreme Cold
||
*Ointment
*Advanced burn kit
*Kelotane
*Dermaline
*Tricordrazine
*Cryotube
|-
|Toxins||
*Throwing up once in a while
*Nausea and dizziness
*Moderate amount of pain
||
*Overdose of medicine
*Organ damage
*Digesting things that should not be digested (Poison, Alcohol)
*Stage 2-3 Infections
*Cryotubes with no cryomix
||
*Dylovene
*Tricordrazine
*Peridaxon (if organs are damaged)
*Cryotube
|-
|Suffocation||
*Gasping and/or coughing up blood
*Passing out
||
*Collapsed lung
*Damaged heart
*Blood loss


As a medic, you might also want to take multiple Medkits (basically boxes to store stuff and dramatically increase your carrying capacity), and one or two stasis bags. You might also head to medbay and see if the doctors have made some goodies like PERIDAXON (repairs organ damage). The doctors are happy when you ask them what they're cooking up. The medbay lobby also has medic vendors. Perhaps wear a sterile mask from medbay storage for Marines to identify you more easily.
||
*Dexalin
*Dexalin+
*Inaprovaline
*Peridaxon (if organs are damaged)
*Cryotube
|-
|Genetic Damage||
*Being unable to use limbs if the damage's too high
*Lowered overall health
||
*Being in a stasis bag
||
*Ryetalyn
*Cryotube
|-
|Brain Damage||
*Dropping items out of your hands randomly
*Massive headache
*Impaired vision
||
*Brute head trauma
*Tricordrazine overdose
||
*Peridaxon
*Surgery
|-
|Eye Damage||
*Blurry vision
*Blindness
||
*Brute head trauma
*Welding without eye protection
||
*Peridaxon
*Imidazoline
*Surgery
|}


== Weaponry and Combat==
===Autoinjectors===
----
{| class="wikitable"
You've traded combat for medicine. Equipped with all the tools for saving lives you won't have enough room to carry any heavy weaponry. Let the guys in your squad protect you. Medics typically equip the one handed M39 SMG. It has a slightly higher ammo count and can take down any smaller target in close range. The M39 SMG does slightly less damage per shot, but it can still be a reliable weapon in capable hands. It's practical to leave one hand free for saving lives.
!Autoinjector Type:
!What it does:
!Overdose:
!What it looks like:
|-
|Bicaridine
||Heals brute damage, faster than tricordrazine. Overdose causes toxin damage.
|| 30 units
||[[File:Bicaridine.png|64px]]
|-
|Tricordrazine
||Heals toxin, burn, brute and oxy damage, albeit quite slowly. Overdose causes brain damage.
||30 units
||[[File:Tricord.png|64px]]
|-
|Dexalin+
||Instantly heals all respiration damage. Overdose causes toxin damage.
||15 units
||[[File:Dexalin.png|64px]]
|-
|Kelotane
||Heals burn damage. Overdose causes toxin damage.
||30 units
||[[File:Kelotane.png|64px]]
|-
|Dylovene
||Heals toxin damage, and wakes up unconscious people. Overdose causes blindness.
||30 units
||[[File:Dylovene.png|64px]]
|-
|Quick Clot
||Externalizes internal bleeding, make sure to bandage the wound after applying this. Overdose causes quick death due to toxin damage.
||4 units
||[[File:Quickclot.png|64px]]
|-
|Inaprovaline
||Stabilizes critical patients, slowing down their oxygen damage buildup. Also acts like a weak painkiller. Overdose causes toxin damage.
||60 units
||[[File:Clonefix.png|64px]] <!-- The inaprovaline injector uses the same graphic as clone-fix -->
|-
|Oxycodone
||Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and toxin damage.
||20 units
||[[File:Oxycodone.png|64px]]
|-
|Anesthetic
||Soporific in an injector, causing people to fall asleep almost instantly. Overdose causes toxin damage.
||15 units
||[[File:Anesthetic.png|64px]]
|}


'''Remember that you can restock your autoinjectors, so don't just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.'''


Others recommend carrying no weapon. Why? Because it can distract you from your duty. Your primary job is to heal, not fight, and being in possession of anything that goes 'bang bang' is more than enough to distract you enough. Remember, the moment you see someone go down, you should drop everything and work on fixing him up. This should be your standard reaction in this situation. Of course, you can still carry a gun if you so wish. But carrying a gun can be a burden. Leave the shooting to the other classes and fix them up when they go down.
== General Medico Tips and Tricks ==
==First Aid Kits==
*Standard first aid kit. [[File:Firstaid.png]]
*Advanced first aid kit. [[File:Advfirstaid.png]]
*Fire first aid kit. [[File:Firefirstaid.png]]
*Oxygen deprivation kit [[File:Oxyfirstaid.png]]
*Toxins first aid kit [[File:Toxinfirstaid.png]]
== Medic Tips ==
----
----
* DYLOVENE and INAPROVALINE mix to produce TRICORDAZINE. If a patient is given these two drugs, they may combine to negate the treatment or cause an overdose.
* DYLOVENE and INAPROVALINE mix to produce TRICORDAZINE. If a patient is given these two drugs, they may combine to negate the treatment or cause an overdose.


Line 117: Line 249:


* Stay behind marines during combat. Your job is to heal people, not lead the breach into a nest. If someone receives any injury, no matter how small, treat it how you can! Even a tiny amount of burn damage can paincrit someone after awhile, and can lead to infections. It's best to check for scrapes when they arise and bandage them.
* Stay behind marines during combat. Your job is to heal people, not lead the breach into a nest. If someone receives any injury, no matter how small, treat it how you can! Even a tiny amount of burn damage can paincrit someone after awhile, and can lead to infections. It's best to check for scrapes when they arise and bandage them.
* Get ready to yell at marines and communicate with them. You'll chase down marines who insist "I'm fine" as their organs hang out of their chest. It's just a fact of life, but it gets easier when they pass out from the pain/blood loss/brain damage/decapitation from the ancient ravager they couldn't see because they were blind and running away from you.  Don't tell people with fractures to get up and walk. Yell at them to Rest or lay down, then move them yourself. If wounds are bandaged you can't rip them by pulling, which is faster than grabbing. If some idiot won't stand still for treatment, use your voice and scream at his dumb ass to hold still and get fixed. Communicate frequently with the medical staff and let doctors know when the pod or shuttle is bringing up wounded.
* Be mindful of other medics. If it looks like they have a patient under control, don't barge in and try to handle it yourself. Only step in if the patient is in critical condition or if the other medic proves to be incompetent. You should assume they know what they're doing until they prove otherwise. Watching from a distance to make sure everything goes smoothly is fine. You can keep an eye on their health bar with your HUD. If you do need to assist another medic, try to work on damage that they aren't currently fixing. Assume that the first medic on the scene will follow the correct order for treatment (see above). Be EXTREMELY careful while giving pills to another medic's patient. It's usually best to avoid giving drugs in this situation as you may overdose the patient.
* Use stasis bags only when you have no other choice. They can help you drag a patient in critical condition away from combat if you need to move quickly (aka you just spotted a pack of ancient aliens ripping your squad to shreds) or if you can't prevent a patient from dying. Given enough time, stasis bags will eventually kill the occupant. At the very least, they can cause enough brain/genetic damage to incapacitate any marine that was in decent condition.
* Carry around a folded roller bed at all times, if possible. Roller beds save lives, the speed at which you can whisk the wounded out of bad situations is simply lifesaving. Whether it's beating out their terrible wounds from killing them, or dodging a Ravager that would have caught you both if you had to grab them and slowly carry them out - roller beds are not absolutely vital, but once you start making a habit of acquiring them, you'll love two. Click and drag it on yourself to fold it up and carry it.  Double click it to unfold it. Drag a Marine to it to buckle them in. Click the roller bed to unbuckle them. You can grab one from medbay storage with little fuss at roundstart, and there are two more in the Medical Dome on the planet. If there are no roller beds, use the grab intent to drag patients with rib or skull fractures. Pulling them will cause organ damage.
* Consider OXYCODONE for you, the medic. An injector can be used for shooting yourself up if you're wounded in combat. Pain slows you down and that kills patients on the front line. Jab yourself with Oxy and you'll run at the usual speed, even if your right arm is hanging limply at your side, your ribs are broken, and Tramadol wouldn't help. With Oxycodone in your system, nothing short of death will stop you from saving your patients.
* Consistency is key. Everyone is going to talk about "The best medic loadout", or what you absolutely must carry in order to maximize your efficiency as a medic. Fuck that. Carry a loadout you as an individual can navigate efficiently, make sure you can stop bleeding (both internal and external), and treat toxins and burns. Other than that, carry what you can handle. Once you've decided what to carry, stick with it, learning the loadout so you can swiftly navigate it when the seconds count. Constantly changing your loadout breeds inefficiency.





Revision as of 03:56, 9 June 2017

MARINE
Medic.png
Combat Medic
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Stabilise and keep your squad alive
Guides: Guide to Medicine
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C. [pause] At least I got off the morphine. - Clemens, Alien³

As a Squad Medic, you are the fine line between dying on the battlefield and living to fight another day. With many tools at your disposal, you'll come to fix every non-surgical problem that might arise in a marine, and get them back in fighting condition or back to the Almayer to be fixed up.

As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and perhaps others, will rely on you to stay in fighting condition. You WILL mess up your first few games, but practice makes perfect. If needed, consult this guide or use an ahelp if any doubts arise.


The Basics of Close Quarters Quick Clotting


As a medic, you'll have several jobs. Fixing up wounded, stabilizing critical, and reviving the recently dead. The only thing you'll know how to do ICly is apply autoinjectors, identify what pill does what, and using your emergency Defibrillator.png defibrillator to revive the recently dead. In order to be an effective medic on the battle field, you'll want to be able to perform the following things:

  • Apply mediciation, healing, and revives quickly whilst in the backlines of a battle.
  • Perform effective triage, and heal those who need it the most first.
  • Know when to tell a marine he is no longer combat effective, and should head topside.
  • Working cooperatively with your fellow medics, via the medical channel. (:m)
  • Know when it isn't worth to save someone, and when it is worth it.

Knowing these things, we need the equipment needed to effectively apply these practices, which leads us into our next section of the wiki. Bringing a Combat Lifesaver Belt (CLB) that you can effectively use is the most important thing as a medic, as there is no "best" loadout for a medic.


And this, is my Combat Lifesaver Belt Combatmedicbelt.png


All right, you primitive boots, listen up! See this? This... is my Combat Lifesaver Belt! - [continuing nonchalantly] - It's a seven slotted, triple rowed W-Y Fanny pack.. W-Y's top of the line. You can find this in the Combat Medic Dispenser. That's right, this sweet baby was made in an off-beat Rimworld. Retails for about $3021.95 USD. It's got leather straps, light red fabric, and a easy to open button latch. That's right... shop smart: shop W-Y... Ya got that?!

As a medic, you'll be wanting to take a few things in general: Pills, autoinjectors, advanced brute and burn kits. How many take is up to you, but you should at least have the very basics:

  • Quick Clot Autoinjectors Quickclot.png
  • Advanced Trauma Kits Advtraumakit.png
  • Advanced Burn Kits Advburnkit.png
  • Pills for all damage types: Bicard, Kelotane, Dexalin, and Dylovene/Tricord PillBottle.png Tricord.png
  • Splints for reducing bone pain and damage Splint.png
  • Dex+ for quickly reducing oxygen damage Dexalin.png
  • Painkillers: Tramadol and or Oxycodone PillBottle.png Oxycodone.png

These are generally the things you want to have at the very least. How much of each is up to you, as it is your own personal loadout. To start your own personal loadout, you'll want to empty your bag of the supplies it starts with. At the very least, you'll want 3-9 Quickclot.png Quickclot Autoinjectors to deal with Internal Bleeding. And if you wish to pack extra supplies into your backpack, you can throw in some Advanced First-Aid Kits Advfirstaid.png. In addition to all of this, there are several items you'll want to wear on your person:

  • Medical HUD [EYE SLOT] MedicHud.png
  • Health Analyzer [POCKET/BACKPACK] Healthanalyzer.png
  • Roller Bed [BACKPACK] RollerBed.png
  • Webbing [ON YOUR SUIT] Webbing.png
  • Medic Jumpsuit and Helmet [SUIT AND HEAD SLOT]

These are what you should generally have on you as a combat medic. For a weapon, it's entirely personal preference as to what you'll take. A shotgun is a close range weapon which is perfect for fending off harassing xenos, and is good to scare them away. At the end of the day, it's up to you as to what you'll be taking.

Damage Types and Medicine


Damage Types

Damage Type: Symptoms: Possible cause: Treatment:
Brute
  • Damaged body parts.
  1. Possibility of bleeding.
  2. Possibility of infection.
  3. Possibility of breaking bones.
  4. Small chance of getting organ damage.
  • Moderate amount of pain
  • Gunfire
  • Melee combat
  • Explosives
  • Depressurization
  • Quickclot
  • Roll of gauze
  • Advanced trauma kit
  • Bicaridine
  • Tricordrazine
  • Cryotube
Burn
  • Burned body parts
  • Huge amount of pain
  • Fire
  • Acid
  • Electrocution
  • Extreme Cold
  • Ointment
  • Advanced burn kit
  • Kelotane
  • Dermaline
  • Tricordrazine
  • Cryotube
Toxins
  • Throwing up once in a while
  • Nausea and dizziness
  • Moderate amount of pain
  • Overdose of medicine
  • Organ damage
  • Digesting things that should not be digested (Poison, Alcohol)
  • Stage 2-3 Infections
  • Cryotubes with no cryomix
  • Dylovene
  • Tricordrazine
  • Peridaxon (if organs are damaged)
  • Cryotube
Suffocation
  • Gasping and/or coughing up blood
  • Passing out
  • Collapsed lung
  • Damaged heart
  • Blood loss
  • Dexalin
  • Dexalin+
  • Inaprovaline
  • Peridaxon (if organs are damaged)
  • Cryotube
Genetic Damage
  • Being unable to use limbs if the damage's too high
  • Lowered overall health
  • Being in a stasis bag
  • Ryetalyn
  • Cryotube
Brain Damage
  • Dropping items out of your hands randomly
  • Massive headache
  • Impaired vision
  • Brute head trauma
  • Tricordrazine overdose
  • Peridaxon
  • Surgery
Eye Damage
  • Blurry vision
  • Blindness
  • Brute head trauma
  • Welding without eye protection
  • Peridaxon
  • Imidazoline
  • Surgery

Autoinjectors

Autoinjector Type: What it does: Overdose: What it looks like:
Bicaridine Heals brute damage, faster than tricordrazine. Overdose causes toxin damage. 30 units Bicaridine.png
Tricordrazine Heals toxin, burn, brute and oxy damage, albeit quite slowly. Overdose causes brain damage. 30 units Tricord.png
Dexalin+ Instantly heals all respiration damage. Overdose causes toxin damage. 15 units Dexalin.png
Kelotane Heals burn damage. Overdose causes toxin damage. 30 units Kelotane.png
Dylovene Heals toxin damage, and wakes up unconscious people. Overdose causes blindness. 30 units Dylovene.png
Quick Clot Externalizes internal bleeding, make sure to bandage the wound after applying this. Overdose causes quick death due to toxin damage. 4 units Quickclot.png
Inaprovaline Stabilizes critical patients, slowing down their oxygen damage buildup. Also acts like a weak painkiller. Overdose causes toxin damage. 60 units Clonefix.png
Oxycodone Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and toxin damage. 20 units Oxycodone.png
Anesthetic Soporific in an injector, causing people to fall asleep almost instantly. Overdose causes toxin damage. 15 units Anesthetic.png

Remember that you can restock your autoinjectors, so don't just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.

General Medico Tips and Tricks


  • DYLOVENE and INAPROVALINE mix to produce TRICORDAZINE. If a patient is given these two drugs, they may combine to negate the treatment or cause an overdose.


  • If someone has anything less than 15 damage on one part just bandage, ointment, slap the ass. Don't waste any TRICORDAZINE on something minor. The only chemicals you shouldn't pass on using is DEXALINE and DYLOVENE, because you can't put a brute patch on toxin damage.


  • Remember that pain's both a concept and a threat to the Marines. Always shove a pill of tramadol or two down a patient's throat after treating their injuries.


  • Stay behind marines during combat. Your job is to heal people, not lead the breach into a nest. If someone receives any injury, no matter how small, treat it how you can! Even a tiny amount of burn damage can paincrit someone after awhile, and can lead to infections. It's best to check for scrapes when they arise and bandage them.


Sources and Reading